LogoArchive Extra Issue: pLAy by Sutherl&
LogoArchive launches its most pLAyfuL issue to date. Designed by Jim Sutherland, Studio Sutherl&, and featuring a story by poet and creative Director Tom Sharp, this latest LogoArchive Extra Issue presents an enquiry into work and play in graphic design practice and offers a new way to look at old things. Using a unique perforated grid the LogoArchive booklet becomes an involving series of games that seek to evoke in the reader aspects or work (regulated and goal-orientated) and play (intuitive and self-directed).
LogoArchive Extra Issue: pLAy can ordered at logoarchive.shop.
Printed by With Print the LogoArchive booklet takes on a new material dimension, employing a perforated grid system that allows the booklet to be disassembled and series of games to be played. These games seek to evoke in the reader aspects of work and play, mixing the intuitive with the goal-orientated. This enquiry was then further explored through games, objects and print at the LogoArchive exhibition “spieLrAum” which took place over the weekend of 16–18th July in London.
Part story, part parable, part marine biology text, “How the silly Sea Squirt lost its brain: Journal of Play Studies Vol II, 38-45” written by Tom Sharp, The Poetry Of It All, offers the key to understanding the proposal of this issue. It draws an analogy between the life-cycle of the Sea squirt (initially energetic and free-floating then anchored to a rock) and that of a graphic designer. It is both playful and barbed, transitioning from the inventive and creative use of language toward the more serious and humourless.
Game 1. “Work” Find the pairs. Fold and tear the booklet into cards. Find eight logos in amongst the cards. Then mix them up again and pair up the next eight. There are four sets of eight logos to find.
This exercise is designed to not only find a new way to engage with old work, but to really focus the mind on the details of form, as many of these are not symmetrical. What might seem fun to begin with quickly turns into work, as matching pairs is regulated and goal-orientated.
Game 2. “Play”
Create chimeras! In the second game, there are no rules, free your imagination and create unexpected chimera’s. The instructions invite readers to post their best #logochimera and tag @logoarchive to be featured on LogoArchive stories.
In contrast to Game 1, this is intuitive, inviting discovery and creativity. The game is endless and self-directed. It invites community participation. In this way, it sits closer to play than work. Together, these games create two points, or a liminal space between work and play. Work and play should thus be understood as not oppositional forces, but an intersectional space to inhabit.
Within the booklet there are a further two games to play, a cover puzzle and typographic puzzle. Here, readers are able to spell out the words of this issue, then make their own words and forms. To keep all the cards together, this issue comes with a Colorplan Marrs Green envelope, printed with the solutions to Game 1.
Printed by With Print. Specifications: Booklet: Pages: 12pp. Print: Indigo White (x5) Finish: Perforation. Binding: White Staples. Paper: 135gsm. Colorplan Royal Blue. Insert: Pages: 4pp. Print: CMYK. Finish: Perforation. Paper: 135gsm Colorplan Adriatic. Envelope: Paper: 135gsm. Colorplan Marrs Green. Finish: White (x5).